Gadgets

Facebook wants to prove VR’s recognition, but content challenges remain

Virtual actuality — computer generated 3D environments that may vary from startlingly practical to summary wonderlands — has been on the cusp of broad acceptance for years with out ever actually taking off.

The pandemic ought to have been VR’s massive second, providing an escape for tens of millions of locked-in households. Special headsets and gloves let individuals work together with a 360-degree, three-dimensional atmosphere, seemingly a very good match for individuals caught indoors. But customers most well-liked less complicated and extra accessible tech like Zoom, Nintendo’s Switch and streaming providers like Netflix.

It’s the most recent disappointment in an trade well-known for stop-start progress.

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Patrick Susmilch, 33, an administrative assistant in Los Angeles, figured it was time for a VR headset after the lockdown started. He has a PlayStation and a Nintendo Switch and was spending about an hour and a half a day gaming when he couldn’t do outside hobbies like mountain climbing initially of the pandemic. He had tried an Oculus when it was nonetheless a Kickstarter project in 2013, and thought it will be prepared for prime time in 2020.

“I was stuck at home here in L.A.,” he mentioned. “I thought now must be the time.”

Industry observers have thought the identical factor for years. Facebook was so wowed by early demonstrations of the Oculus Rift again in 2012 that it purchased the company for $2 billion. Rivals just like the HTC Vive and Samsung’s Gear launched in 2015. The Oculus Rift lastly went on sale in 2016.

Also learn: iPhone notifications at the moment are allowed on Oculus headsets

But customers have balked on the {hardware}’s expense: a headset prices a number of hundred {dollars}, the identical worth as online game consoles that assist lots of of video games. Early VR headsets additionally lacked a recreation or service that may make them appear indispensable, like internet browsers for shopper PCs or the cell Internet for iPhones. Headsets’ hefty weight, sluggish software, and tendency to typically trigger nausea additionally stored VR from taking off.

“It’s not easy to try to do a work out while you have a 4-pound weight attached to your head,” mentioned Susmilch. “And it doesn’t feel good to sweat directly into a $400 dollar piece of electronics you purchased.”

Facebook discontinued the Rift final month. Its newest gadgets have had extra success. It launched the $300 Oculus Quest 2 in October, a less expensive and extra subtle model of its unique $400 wi-fi Oculus Quest. Facebook would not launch gross sales figures, but it says Quest 2 gross sales have been higher than anticipated, and has already outsold all of its predecessors mixed since its launch.

The standalone headset doesn’t want to be tethered to a computer or gaming console, and is designed for gaming with twin hand controllers.

In a name with analysts in April, Facebook CEO Mark Zuckerberg mentioned the Quest 2, whereas nonetheless primarily used for video games, is more and more used for actions like health and digital workplaces.

“I consider that augmented and digital actuality are going to allow a deeper sense of presence and social connection than any present platform, and so they’re going to be an essential a part of how we’ll work together with computer systems sooner or later,” Zuckerberg said. “So we’re going to keep investing heavily in building out the best experiences here, and this accounts for a major part of our overall R&D budget growth.”

“Quest 2 serves as a vital step in the direction of VR maturity,” said Gartner analyst Tuong Nguyen. “It’s also an expected step in the sense that consumers and the market have been conditioned by smartphone trends to see very regular technology upgrades.”

Hardware updates are good, Nguyen mentioned, but creating extra content and methods to create content, and enhancing the devices’ usability, is required for the tech to totally mature, he mentioned.

Part of the unique Quest’s success was the first-person shooter VR recreation “Half-Life: Alyx” which sold about 680,000 copies in its first month, according to Nielsen’s SuperData. That’s a hit for VR games, but still niche compared with games like Nintendo’s Animal Crossing: New Horizons, which sold 13.41 million copies worldwide in its first six weeks.

Creating content for VR is “a heavy lift,” Nguyen mentioned. “A whole lot of firms on the market are creating platforms you’ll be able to build stuff on. But the expertise and content pipeline isn’t there but.”

Susmilch scoured online retail sites until he found an Oculus Quest he could pick up at a local Best Buy. He enjoyed it, but said the novelty wore off after only a few days. First-person shooter “Superhot VR” was fun, but he beat it after a couple of hours. He was hoping games like “Beat Saber,” a rhythm game that encourages movement, and boxing game “Box VR” would help him exercise, but found the headset unwieldy.

Read more: HTC has a fitness-focused VR headset called Vive Air and here’s what it looks like

On the workplace side of VR, the absence of networking capabilities has also put a damper on things. Zoom was ready to go when the pandemic hit, and people could use hardware they already had to connect. While some small VR firms like Spatial offer VR meeting software, most people who suddenly found themselves working from home didn’t have a headset, and employers weren’t likely to spend money shipping them out.

George Jijiashvili, principal analyst at research firm Omdia, said the Quest 2 is a big turning point for VR. It’s lower price point and wireless connectivity are two big draws. Omdia estimates 2.3 million Quest 2s were sold globally in the last quarter of 2020. That’s roughly half what it took Sony four years to sell with its PlayStation VR headsets.

Still, “mass adoption of VR headsets remains well over a decade away,” Jijiashvili mentioned, due to the dearth of hit video games or a “killer app” and the friction it takes to arrange and use the headsets. He estimates individuals spent $1 billion on VR content in 2020 — a drop within the ocean in contrast to the $168 billion complete shopper spending on video video games in 2020.

Susmilch ended up returning his Oculus. “I used the money to purchase mountaineering gear and have simply been spending the weekends mountaineering across the Angeles National Forest,″ he mentioned. The Quest 2 may handle a few of his consolation points, he mentioned, but he doesn’t plan on shopping for it. “Ultimately there simply isn’t a lot to do in VR proper now. Maybe when the Quest 3 comes out,” he mentioned.

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